
Originally Posted by
Vladimir
Excellent idea, bringing an idea back from Medieval I. Additionally I would like to see the merchants play a more important role. Instead of a finance driven system add a resource driven aspect to it. If you don't have an iron mine under your control, send a merchant to one. The types of resources within your territory or traded by your merchants should affect what types of goods and services you can produce. MA and AD seem to excel in scripting but this may tax even your abilities. The key, as always, is how to make the AI understand this system, or, make them exempt from it.
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